US7140963B2 - Gaming machine with reels and display device displaying characters thereon, reels being seen through display device - Google Patents
Gaming machine with reels and display device displaying characters thereon, reels being seen through display device Download PDFInfo
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- US7140963B2 US7140963B2 US10/869,940 US86994004A US7140963B2 US 7140963 B2 US7140963 B2 US 7140963B2 US 86994004 A US86994004 A US 86994004A US 7140963 B2 US7140963 B2 US 7140963B2
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- 230000000694 effects Effects 0.000 description 111
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- 230000000875 corresponding effect Effects 0.000 description 22
- 241000252506 Characiformes Species 0.000 description 16
- 241001466538 Gymnogyps Species 0.000 description 15
- 238000001514 detection method Methods 0.000 description 12
- 230000002596 correlated effect Effects 0.000 description 10
- 238000003780 insertion Methods 0.000 description 10
- 230000037431 insertion Effects 0.000 description 10
- 238000010276 construction Methods 0.000 description 8
- 238000009792 diffusion process Methods 0.000 description 7
- 239000011521 glass Substances 0.000 description 7
- 239000002184 metal Substances 0.000 description 5
- 230000003247 decreasing effect Effects 0.000 description 3
- 239000011347 resin Substances 0.000 description 3
- 229920005989 resin Polymers 0.000 description 3
- 230000001276 controlling effect Effects 0.000 description 2
- 238000010586 diagram Methods 0.000 description 2
- 230000006870 function Effects 0.000 description 2
- 230000009191 jumping Effects 0.000 description 2
- 230000002093 peripheral effect Effects 0.000 description 2
- 230000000717 retained effect Effects 0.000 description 2
- 239000002390 adhesive tape Substances 0.000 description 1
- 230000015572 biosynthetic process Effects 0.000 description 1
- PZTQVMXMKVTIRC-UHFFFAOYSA-L chembl2028348 Chemical compound [Ca+2].[O-]S(=O)(=O)C1=CC(C)=CC=C1N=NC1=C(O)C(C([O-])=O)=CC2=CC=CC=C12 PZTQVMXMKVTIRC-UHFFFAOYSA-L 0.000 description 1
- 238000005070 sampling Methods 0.000 description 1
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Classifications
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3204—Player-machine interfaces
- G07F17/3211—Display means
Definitions
- the present invention relates to a gaming machine having a display device on which characters are displayed and through which reels can be seen.
- a gaming machine for example, a slot machine, as shown in Japanese Unexamined Publication No. 2001-62032, it is proposed a gaming machine that a player can see symbols formed on reels, which are rotated and stopped, through a display device arranged in front of the reels. Therefore, in a case that pay lines, messages, characters or marks are displayed on the display device in overlapping the symbols of the reels or in periphery of the symbols of the reels, the reels being seen by the player through the display device, various effects concerning with the reels can be done.
- the display timing that characters are displayed on the display device in overlapping the symbols of the reels or in periphery of the symbols of the reels is set during rotation of the reels or after the reels are stopped, and display positions of characters are fixed beforehand. Thus, it cannot be conducted effect dynamically correlating characters with the reels.
- the present invention has been done taking the above situation into consideration and has an object to provide a gaming machine in which effect dynamically correlating characters with reels can be done.
- a gaming machine comprising:
- a reel controller for changing operation of each reel
- a display device which is arranged in front of the reels and has a plurality of reel display windows, each of the reels being seen through each of the reel display windows;
- a display controller for controlling the display device so as to display a character on the display device
- the character is dynamically displayed on the display device by the display controller
- each reel is changed by the reel controller at a timing that the character crosses each reel display window.
- the display device is arranged in front of each of the reels which are mechanically driven and a player can see each reel through each reel display window in the display device.
- the character is dynamically displayed on the display device by the display controller and the reel operation of each reel is changed by the reel controller.
- the reel controller changes the reel operation at the timing that the character crosses each reel display window in the display device. Therefore, it can be given to the player seeing the display device an impression as if the character dynamically displayed on the display device is dynamically correlated with stop of rotation of each reel which can be seen through the display device at the timing that the character crosses each of the reel display windows.
- the gaming machine of the present invention since it can be given the impression as if the character is dynamically correlated with the reel operation of each reel, it can be done the effect in which there is a dynamic correlation between the character and the reels and interest of the player for games can be raised.
- the reel controller may stop the reel operation.
- stop of the reel operation of each reel remarkably influences the game contents done in the gaming machine and the impression given to the player becomes very strong, it can be effectively done the effect in which the character and the reels are dynamically combined.
- the gaming machine may be constructed so that the gaming machine comprises a memory for storing a control table in which a stop order of each reel and a time lapsing till the character crosses each reel display window from a display start of the character on the display device are corresponded with each other, and wherein the reel controller stops each reel based on the stop order of each reel and the lapsed time in the control table stored in the memory.
- the gaming machine may be constructed so that the gaming machine comprises a determination device for determining whether the character displayed on the display device exists within coordinates specifying each reel display window or not, and
- the reel controller stops the reel corresponding to the reel display window.
- the word “the timing that the character crosses each reel display window in the display device” includes, for example, “the timing right after the character enters in the reel display window from outside” or “the timing right after the character comes out from the reel display window”.
- FIG. 1 is a perspective view of a slot machine
- FIG. 2 is a longitudinal sectional view of a lower liquid crystal display and a reel
- FIG. 3 consisting of FIGS. 3A through 3J , are exploded perspective views showing the lower liquid crystal display
- FIG. 4 is an explanatory view of symbols formed on an outer periphery of the reel
- FIG. 5 is a block diagram schematically showing a control system of the slot machine
- FIG. 6 is an explanatory view showing one scene of effect contents according to a first example, the effect being conducted on the lower liquid crystal display
- FIG. 7 is an explanatory view showing the next one scene of effect contents continuous to the scene shown in FIG. 6 , according to the first example, the effect being conducted on the lower liquid crystal display,
- FIG. 8 is an explanatory view showing the next one scene of effect contents continuous to the scene shown in FIG. 7 , according to the first example, the effect being conducted on the lower liquid crystal display,
- FIG. 9 is an explanatory view showing the next one scene of effect contents continuous to the scene shown in FIG. 8 , according to the first example, the effect being conducted on the lower liquid crystal display,
- FIG. 10 is an explanatory view showing one scene of effect contents according to a second example, the effect being conducted on the lower liquid crystal display
- FIG. 11 is an explanatory view showing the next one scene of effect contents continuous to the scene shown in FIG. 10 , according to the second example, the effect being conducted on the lower liquid crystal display,
- FIG. 12 is an explanatory view showing the next one scene of effect contents continuous to the scene shown in FIG. 11 , according to the second example, the effect being conducted on the lower liquid crystal display,
- FIG. 13 is an explanatory view showing the next one scene of effect contents continuous to the scene shown in FIG. 12 , according to the second example, the effect being conducted on the lower liquid crystal display,
- FIG. 14 is a flowchart showing a control procedure to execute effect contents done on the lower liquid crystal display
- FIG. 15 is an explanatory view schematically showing a table utilized in control of effect contents on the lower liquid crystal display, the table correlating each of effect contents with each reel stop timing,
- FIG. 16 is an explanatory view schematically showing a table utilized in control of effect contents on the lower liquid crystal display, the table defining each of control contents corresponding to each reel stop timing,
- FIG. 17 is an explanatory view schematically showing another table utilized in control of effect contents on the lower liquid crystal display, the table defining each of control contents corresponding to each reel stop timing,
- FIG. 18 is an explanatory view schematically showing a table utilized in control of effect contents on the lower liquid crystal display, the table defining each of effect contents, and
- FIG. 19 is an explanatory view schematically showing further another table utilized in control of effect contents on the lower liquid crystal display, the table defining each of control contents corresponding to each reel stop timing.
- FIG. 1 is a perspective view of the slot machine.
- the slot machine 1 has a cabinet 2 constructing a whole of the slot machine 1 .
- an upper liquid crystal display 3 is arranged, and at a front central part of the cabinet 2 a lower liquid crystal display 4 is arranged.
- the upper liquid crystal display 3 is constructed from a liquid crystal display device which is generally used, and the lower liquid crystal display 4 is constructed from, so-called, a transparent liquid crystal display device. A detailed construction of the transparent liquid crystal display device will be explained hereinafter.
- An operation table 5 which is projected frontward, is formed below the lower liquid crystal display 4 , and from the most left side on the operation table 5 , a change button 6 , a payout (cash out) button 7 , a help button 8 are arranged. And a coin insertion slot 9 and a bill insertion slot 10 are arranged at the right side of the help button 8 . Further, from the left side, a 1-BET button 11 , a SPIN/REPEAT BET button 12 , a 3-BET button 13 and a 5-BET button 14 are positioned at the front side on the operation table 5 .
- the change button 6 is pressed when exchanging the bill inserted in the bill insertion slot 10 , and the exchanged coins are paid out through a coin payout hole 15 to a coin tray 16 which is formed at the lower part of the cabinet 2 .
- a change switch 62 (explained hereinafter) is attached, and the a switch signal is output to a CPU 50 (mentioned hereinafter) from the change switch 62 based on press of the change button 6 .
- the CASH-OUT button 7 is usually pressed when games are terminated, and when the CASH-OUT button 7 is pressed coins got in games are paid out through the coin payout hole 15 to the coin tray 16 .
- a payout (cash out) switch 63 (mentioned hereinafter) is attached and a switch signal is output to the CPU 50 from the payout switch 63 based on press of the CASH-OUT button 7 .
- the help button 8 is pressed when the player does not understand game operation method, and when the help button 8 is pressed, various help information is displayed on the upper liquid crystal display 3 or the lower liquid crystal display 4 .
- a help switch 64 (mentioned hereinafter) is attached and a switch signal is output to the CPU 50 from the help switch 64 based on press of the help button 8 .
- a coin sensor 65 (mentioned hereinafter) is positioned, and when the coin is inserted in the coin insertion slot 9 a coin detection signal is output to the CPU 50 through the coin sensor 65 .
- a bill sensor 66 (mentioned hereinafter) is positioned, and when the bill is inserted in the bill insertion slot 10 a bill detection signal is output to the CPU 50 through the bill sensor 66 .
- the 1-BET button 11 As for the 1-BET button 11 , every the 1-BET button 11 is pressed one credit is betted, and the 1-BET button 11 can bet by pressing up to tree times as the maximum pressing time. To the 1-BET button 11 , a 1-BET switch 59 is attached and when the 1-BET button 11 is pressed a switch signal is output to the CPU 50 from the 1-BET switch 59 based on press of the 1-BET button 11 .
- the SPIN/REPEAT BET button 12 is the button to start games from the present bet number or the previous bet number by press thereof, thereby reels (mentioned later) are started to rotate.
- a spin switch 58 (mentioned later) is attached, and when the SPIN/REPEAT BET button 12 is pressed a switch signal is output to the CPU 50 from the spin switch 58 based on press of the SPIN/REPEAT BET button 12 .
- the bet number which can be betted by press of the SPIN/REPEAT BET button 12 there may exist 1, 2, 3 and 5 bets.
- the 3-BET button 13 is the button to start games from 3 bets on the basis of press thereof.
- a 3-BET switch 60 (mentioned hereinafter) is attached and when the 3-BET button 13 is pressed a switch signal is output to the CPU 50 from the 3-BET switch 60 .
- the 5-BET button 14 is the button to start games from 5 bets on the basis of press thereof or to be pressed when a bonus game (mentioned hereinafter) is started.
- a 5-BET switch 61 is attached and when the 5-BET button is pressed a switch signal is output to the CPU 50 from the 5-BET switch 61 on the basis of press thereof.
- the coin payout hole 15 is formed and the coin tray 16 to receive coins paid out from the coin payout hole 15 is provided.
- a coin detection part 73 constructed from a sensor and the like is positioned and the coin detection part 73 detects number of coins paid out from the coin payout hole 15 .
- a start lever 17 is arranged rotatably within a predetermined angle range.
- a start switch 57 is attached to the start lever 17 and when the start lever 17 is rotated a switch signal occurring from the start switch 57 is output to the CPU 50 .
- FIG. 2 is a longitudinal sectional view of the lower liquid crystal display and the reels
- FIG. 3 is an exploded perspective view of the lower liquid crystal display 4 .
- the lower liquid crystal display 4 is arranged within a display window 21 of a device front panel 20 positioned at the front center part of the cabinet 2 in the slot machine 1 , with a touch panel 30 arranged at the front side (the left side in FIG. 2 ) of the lower liquid crystal display 4 .
- a touch panel 30 arranged at the front side (the left side in FIG. 2 ) of the lower liquid crystal display 4 .
- three reels 22 are supported in a parallel state so that the reels 22 become independently rotatable.
- each reel 22 will be described.
- the left reel 22 when seeing the front plane of the slot machine 1 faces to a left display window 23 (see FIG. 1 ) formed in the lower liquid crystal display 4
- the center reel 22 faces to a center display window 24 (see FIG. 1 ) similarly formed in the lower liquid crystal display 4
- the right reel 22 faces to a right display window 25 (see FIG. 1 ) similarly formed in the lower liquid crystal display 4 . Construction of each of the display windows 23 , 24 , 25 will described hereinafter.
- each reel 22 various kinds of symbols shown in FIG. 4 (9 kinds of symbols are indicated in FIG. 4 ) are formed.
- symbols formed on the outer periphery of the reel 22 concerning with game contents conducted in the slot machine 1 , it is utilized a direction-map symbol, a lake-map symbol, a condor-treasure trigger symbol, a WILD symbol, a 3BAR symbol, a golden-gate trigger symbol, a RED 7 symbol, a 2BAR symbol and a 1BAR symbol.
- the pay line L is determined to only the center line, and such pay line L is displayed on the lower liquid crystal display 4 when games are conducted by rotating and stopping the reels 22 based on press of the SPIN/REPEAT BET button 12 , the 3-BET button and the 5-BET button 14 or rotation of the start lever 17 .
- the pay line L is eliminated from the lower liquid crystal display 4 when the bonus game is conducted based on press of the 5-BET button 14 in obtaining various bonus games.
- the trigger symbols there are the condor-treasure trigger symbol and the golden-gate trigger symbol, and these trigger symbols are function as triggers to obtain various bonus games.
- one condor-treasure trigger symbol and one golden-gate trigger symbol are formed on only the outer periphery of the right reel 22 .
- a bonus game concerning with a condor-treasure bonus can be obtained based on that the direction-map symbol existing on the outer periphery of the left reel 22 , the lake-map symbol existing on the center reel 22 and the condor-treasure trigger symbol existing on the right reel 22 stop along the pay line L.
- a bonus game concerning with the a golden-gate bonus can be obtained based on that the direction-map symbol existing on the left reel 22 , the lake-map symbol existing on the center reel 22 and the golden-gate trigger symbol existing on the right reel 22 stop along the pay line L.
- the lower liquid crystal display 4 is constructed by arranging from the front side of the slot machine 1 ; the transparent touch panel 30 , the reel glass base 31 , the bezel metal frame 32 , the transparent liquid crystal panel 33 , the liquid crystal holder 34 , the diffusion sheet 35 , the light guiding plate 36 , the white reflector 37 , the rear holder 38 and the antistatic sheet 39 .
- the diffusion sheet 35 three openings 35 A, 35 B, 35 C are formed.
- the openings 35 A ⁇ 38 A construct the left display window 23 (see FIG. 1 ) by superimposing so as to coincide with each other.
- the openings 35 B ⁇ 38 B construct the center display window 24 (see FIG. 1 ) by superimposing so as to coincide with each other and the openings 35 C ⁇ 38 C construct the right display window 25 by superimposing so as to coincide with each other.
- the openings 35 A ⁇ 35 C in the diffusion sheet 35 and the openings 36 A ⁇ 36 C in the light guiding plate 36 construct the light transmitting areas to retain visibility while variable displaying is conducted by rotating reels 22 .
- brackets 40 are screwed to the rear side of the device front panel 20 by screws 41 .
- a pair of cathode ray tubes 42 may be arranged as light sources of the liquid crystal panel 33 .
- a pair of cold cathode ray tubes 43 are arranged to illuminate the symbols on the outer periphery of each of the reels 22 .
- the liquid crystal panel 33 is a transparent electric display panel on which transparent electrodes such as ITO are formed, and arranged in front of each of the reels 22 which can be seen therethrough. And the circumference in rear side of the display part of the liquid crystal panel 33 is held by the liquid crystal holder 34 .
- the light guiding plate 36 is made from the light transmitting resin panel, and in the light guiding plate 36 lens cut portions are formed, the lens cut portions leading light emitted from the cold cathode ray tubes 43 positioned at side positions to the rear side of the liquid crystal panel 33 .
- the light diffusion sheet 35 is made from a light transmitting resin sheet and scatters light led by the light guiding plate 36 and levels light irradiated to the liquid crystal panel 33 .
- the liquid crystal holder 34 for holding the liquid crystal panel 33 , the diffusion sheet 35 and the light guiding plate 36 are assembled into one-piece construction and circumference thereof is inserted in the bezel metal frame 32 . Thereby, the front side of the display part in the liquid crystal panel 33 is retained by the bezel metal frame 32 .
- the transparent touch panel 30 is pressed and contacted to the front side of the reel glass base 31 by installing the reel glass base 31 to the device front panel 20 through the screws 41 , thereby the transparent touch panel 30 is superimposed on the front display plane of the liquid crystal panel 33 .
- the rear holder 38 is made from a white resin plate and retains to the reel glass base 31 the bezel metal frame 32 supported to the reel glass base 31 , the liquid crystal holder 34 holding the liquid crystal panel 33 , the light diffusion sheet 35 and the light guiding plate 36 from the rear sides thereof.
- the rear holder 38 also functions as a reflecting plate for reflecting light emitted from the cold cathode ray tubes 43 to the light guiding plate 36 toward the liquid crystal panel 33 .
- the antistatic sheet 39 is made transparent and adhered to the rear plane of the rear holder 38 by double-sided adhesive tape, thereby the antistatic sheet 39 covers the rear plane of each of the openings 38 A ⁇ 38 C formed in the rear holder 38 .
- FIG. 5 is a block diagram schematically showing the control system in the slot machine 1 .
- the control system of the slot machine 1 is basically constructed from the CPU 50 , and a ROM 51 and a RAM 52 are connected to the CPU 50 .
- the ROM 51 stores game control program (mentioned later), various effect programs for executing various effects on the upper liquid crystal display 3 and the lower liquid crystal display 4 according to progress in games, lottery program for conducting lottery of various winning combinations, various programs necessary for controlling the slot machine 1 and various data tables and the like.
- the RAM 52 is a memory for temporarily storing various data calculated by the CPU 50 .
- a clock pulse generator 53 for generating standard clock pulses and a frequency divider 54 are connected, and a random number generator 55 and a sampling circuit 56 are also connected. Random number sampled by the random number generator 56 is utilized in various lotteries of the winning combinations, the effects and the like.
- the start switch 57 attached to the start lever 17 the spin switch 58 attached to the SPIN/REPEAT BET button 12 , the 1-BET switch 59 attached to the 1-BET button 11 , the 3-BET switch 60 attached to the 1-BET button 13 , the change switch 62 attached to the CASH-OUT button 7 and the help switch 63 attached to the help button 8 are connected respectively.
- the CPU 50 controls the slot machine 1 to execute various operations corresponding to each button, based on the switch signal output from each switch when such buttons are pressed.
- the coin sensor 65 positioned in the coin insertion slot 9 and the bill sensor 66 positioned in the bill insertion slot 10 are connected respectively.
- the coin sensor 65 detects coins inserted from the coin insertion slot 9 and the CPU 50 calculates the number of inserted coins based on the coin detection signal output from the coin sensor 65 .
- the bill sensor 66 detects the kind and sum of bill and the CPU 50 calculates the number of coins equivalent to sum of bill, based on the bill detection signal output from the bill sensor 66 .
- each stepping motor 68 for rotating each of the reels 22 through a motor drive circuit 67 are connected, and also a reel position detection circuit 69 is connected.
- a motor drive signal is output to the motor drive circuit 67
- each stepping motor 68 is driven to rotate by the motor drive circuit 67 , thereby each reel 22 is rotated.
- the number of drive pulses provided to each stepping motor 68 is calculated and the calculated value is written in the predetermined area of the RAM 52 .
- the reset pulse is output every one rotation of the reel 22 and such reset pulse is input to the CPU 50 through the reel position detection circuit 69 .
- the CPU 50 recognizes the symbol rotational position in the reel 22 , based on the calculated value corresponding to the rotational position of the reel 22 within one rotation and the symbol table in which the rotational position of the reel 22 stored in the ROM 51 and the symbols formed on outer peripheral plane of the reel 22 are corresponded with each other.
- a hopper 71 is connected through a hopper drive circuit 70 .
- the hopper 71 pays out predetermined number of coins from the coin payout hole 15 .
- a coin detection part 73 is connected through a payout completion signal circuit 72 .
- the coin detection part 73 is arranged in the coin payout hole 15 and when the coin detection part 73 detects that a predetermined number of coins are paid out from the coin payout hole 15 , the payout completion signal is output to the payout completion signal circuit 72 from the coin detection part 73 . Based on this, the payout completion signal circuit 72 outputs the payout completion signal to the CPU 50 .
- the upper liquid crystal display 3 is connected through a liquid crystal drive circuit 74 and the lower liquid crystal display 4 is connected through a liquid crystal drive circuit 75 .
- the touch panel 30 is connected through a touch panel drive circuit 76 .
- LEDs 78 are connected through a LED drive circuit 77 .
- a plurality of the LEDs 78 are arranged on the front plane of the slot machine 1 and the LEDs 78 are controlled so as to turn on based on the drive signals from the CPU 50 .
- a speaker 80 and a sound output circuit 79 are connected to the CPU 50 and the speaker 80 produces various effective sounds when various effects are conducted based on the output signal from the sound output circuit 79 .
- the table shown in FIG. 15 is prepared in the ROM 51 .
- the effect A in which the character is displayed on the lower liquid crystal display 4 while being moved, corresponds to the reel stop timing ⁇ .
- the effect A corresponds to the effect in which the character displayed on the lower liquid crystal display 4 while being moved is superimposed with the left display window 23 after 3 seconds have passed from display start of the character, the character is superimposed with the center display window 24 after more 3 seconds have passed and the character is superimposed with the right display window 25 after further 3 seconds have passed.
- the effect B and the effect C in which the character is displayed on the lower liquid crystal display 4 while being moved, corresponds to the reel stop timing ⁇ .
- the effect B and effect C correspond to the effect in which the character displayed on the lower liquid crystal display 4 while being moved is superimposed with the left display window 23 after 3 seconds have passed from display start of the character, the character is superimposed with the center display window 24 after more 2 seconds have passed and the character is superimposed with the right display window 25 after further 5 seconds have passed.
- the other moving manners of the character in the effect B and the effect C are made different with each other.
- the effect D in which the character is displayed on the lower liquid crystal display 4 while being moved corresponds to the reel stop timing ⁇ .
- the effect D correspond to the effect in which the character displayed on the lower liquid crystal display 4 while being moved is superimposed with the left display window 23 after 2 seconds have passed from display start of the character, the character is superimposed with the center display window 24 after more 0.5 seconds have passed and the character is superimposed with the right display window 25 after further 2.5 seconds have passed.
- a table shown in FIG. 16 is also prepared.
- the left reel 22 is stopped through the motor drive circuit 67 after 3 seconds have passed from display start of the character, the center reel 22 is stopped after more 3 seconds have passed and the right reel 22 is stopped after further 3 seconds have passed.
- the left reel 22 is stopped through the motor drive circuit 67 after 3 seconds have passed from display start of the character, the center reel 22 is stopped after more 2 seconds have passed and the right reel 22 is stopped after further 5 seconds have passed.
- the left reel 22 is stopped through the motor drive circuit 67 after 2 seconds have passed from display start of the character, the center reel 22 is stopped after more 0.5 seconds have passed and the right reel 22 is stopped after further 2.5 seconds have passed.
- the player when the player sees the lower liquid crystal display 4 , the player can see the rotating symbols formed on the outer peripheries of the reels 22 through each of the display windows 23 , 24 , 25 of the lower liquid crystal display 4 .
- the motor drive circuit 67 conducts control corresponding to the reel stop timing ⁇ . Accordingly, the player recognizes as follows. That is, the character moving on the lower liquid crystal display 4 crosses the left display window 23 after 3 seconds have passed from display start thereof, and at that time, rotation of the left reel 22 is stopped.
- the player recognizes as follows. That is, the character moving on the lower liquid crystal display 4 crosses the left display window 23 after 3 seconds have passed from display start thereof, and at that time, rotation of the left reel 22 is stopped. And when more 2 seconds have passed, the character crosses the center display window 24 of the lower liquid crystal display 4 , and at that time, rotation of the center reel 22 is stopped. Thereafter, when further 5 seconds have passed, the character crosses the right display window 25 of the lower liquid crystal display 4 , and at that time, rotation of the right reel 22 is stopped.
- the player recognizes as follows. That is, the character moving on the lower liquid crystal display 4 crosses the left display window 23 after 2 seconds have passed from display start thereof, and at that time, rotation of the left reel 22 is stopped. And when more 0.5 seconds have passed, the character crosses the center display window 24 of the lower liquid crystal display 4 , and at that time, rotation of the center reel 22 is stopped. Thereafter, when further 2.5 seconds have passed, the character crosses the right display window 25 of the lower liquid crystal display 4 , and at that time, rotation of the right reel 22 is stopped.
- the motor drive circuit 67 successively stops rotation of the reels 22 at the timing that the character crosses each of the display windows 23 , 24 , 25 of the lower liquid crystal display 4 , thus it can be given to the player seeing the lower liquid crystal display 4 the impression as if the character dynamically displayed on the lower liquid crystal display 4 is dynamically correlated with stop of rotation of each reel 22 which can be seen through the lower liquid crystal display 4 at the timing that the character crosses each of the display windows 23 , 24 , 25 . Accordingly, it can be done the effect in which there is dynamic correlation between the character and the reels 22 and interest of the player for games can be raised.
- stop order of the reels 22 is determined beforehand and is always same.
- each of effects A, B, C shown in FIG. 15 is defined as follows and a table shown in FIG. 17 is prepared instead of the table in FIG. 16 , stop order of the reels 22 can be changed.
- the character displayed on the lower liquid crystal display 4 while being moved is superimposed with the right display window 25 after 3 seconds have passed from display start thereof, and the character is superimposed with the center display window 24 after more 3 seconds have passed and is superimposed with the left display window 23 after further 3 seconds have passed.
- the character displayed on the lower liquid crystal display 4 while being moved is superimposed with the center display window 24 after 3 seconds have passed from display start thereof, and the character is superimposed with the right display window 25 after more 0.5 seconds have passed and is superimposed with the left display window 23 after further 2 seconds have passed.
- the character displayed on the lower liquid crystal display 4 while being moved is superimposed with the left display window 23 after 2 seconds have passed from display start thereof, and the character is superimposed with the right display window 25 after more 2 seconds have passed and is superimposed with the center display window 24 after further 5 seconds have passed.
- the table shown in FIG. 17 is prepared.
- the right reel 22 is stopped through the motor drive circuit 67 after 3 seconds have passed from display start of the character, and the center reel 22 is stopped after more 3 seconds have passed and the left reel 22 is stopped after further 3 seconds have passed.
- the center reel 22 is stopped through the motor drive circuit 67 after 3 seconds have passed from display start of the character, and the right reel 22 is stopped after more 0.5 seconds have passed and the left reel 22 is stopped after further 2 seconds have passed. Further, in the table shown in FIG.
- the left reel 22 is stopped through the motor drive circuit 67 after 2 seconds have passed from display start of the character, and the right reel 22 is stopped after more 2 seconds have passed and the center reel 22 is stopped after further 5 seconds have passed.
- the player when the player sees the lower liquid crystal display 4 , the player can see the rotating symbols formed on the outer peripheries of the reels 22 through each of the display windows 23 , 24 , 25 of the lower liquid crystal display 4 .
- the motor drive circuit 67 conducts control corresponding to the reel stop timing ⁇ . Accordingly, the player recognizes as follows. That is, the character moving on the lower liquid crystal display 4 crosses the right display window 25 after 3 seconds have passed from display start thereof, and at that time, rotation of the right reel 22 is stopped.
- the player recognizes as follows. That is, the character moving on the lower liquid crystal display 4 crosses the center display window 24 after 3 seconds have passed from display start thereof, and at that time, rotation of the center reel 22 is stopped. And when more 0.5 seconds have passed, the character crosses the right display window 25 of the lower liquid crystal display 4 , and at that time, rotation of the right reel 22 is stopped. Thereafter, when further 2 seconds have passed, the character crosses the left display window 23 of the lower liquid crystal display 4 , and at that time, rotation of the left reel 22 is stopped.
- the player recognizes as follows. That is, the character moving on the lower liquid crystal display 4 crosses the left display window 23 after 2 seconds have passed from display start thereof, and at that time, rotation of the left reel 22 is stopped. And when more 2 seconds have passed, the character crosses the right display window 25 of the lower liquid crystal display 4 , and at that time, rotation of the right reel 22 is stopped. Thereafter, when further 5 seconds have passed, the character crosses the center display window 24 of the lower liquid crystal display 4 , and at that time, rotation of the center reel 22 is stopped.
- rotation of the left reel 22 is stopped at the time that the character crosses the left display window 23 of the lower liquid crystal display 4 and rotation of the center reel 22 is stopped at the time that the character crosses the center display window 24 of the lower liquid crystal display 4 and rotation of the right reel 22 is stopped at the time that the character crosses the right display window 25 of the lower liquid crystal display 4 .
- stop order of the reels 22 can be changed.
- the motor drive circuit 67 successively stops rotation of the reels 22 at the timing that the character crosses each of the display windows 23 , 24 , 25 of the lower liquid crystal display 4 , thus it can be given to the player seeing the lower liquid crystal display 4 the impression as if the character dynamically displayed on the lower liquid crystal display 4 is dynamically correlated with stop of rotation of each reel 22 which can be seen through the lower liquid crystal display 4 at the timing that the character crosses each of the display windows 23 , 24 , 25 . Accordingly, it can be done the effect in which there is dynamic correlation between the character and the reels 22 and interest of the player for games can be raised.
- each control contents of the reel stop timing ⁇ , the reel stop timing ⁇ and the reel stop timing ⁇ stored in the table shown in FIGS. 16 and 17 are defined. Namely, control contents by the motor drive circuit 67 concerning with start and stop of rotation of each reel 22 are determined according to moving contents of the character which is displayed on the lower liquid crystal display 4 through the liquid crystal drive circuit 75 .
- moving contents of the character which is displayed on the lower liquid crystal display 4 through the liquid crystal drive circuit 75 , can be determined according to control contents by the motor drive circuit 67 concerning with start and stop of rotation of each reel 22 .
- a table shown in FIG. 19 is prepared in the ROM 51 , and control contents by the motor drive circuit 67 concerning with start and stop of rotation of each reel 22 will be unitarily defined.
- the right reel 22 is stopped through the motor drive circuit 67 after 3 seconds have passed from start of rotation of the reels 22
- the center reel 22 is stopped after more 3 seconds have passed and the left reel 22 is stopped after further 3 seconds have passed.
- the effect A, the effect B, the effect C and the effect D are defined according to moving contents of the character which is displayed on the lower liquid crystal display 4 through the liquid crystal drive circuit 75 .
- the effect A is defined as the effect that the character, which is displayed on the lower liquid crystal display 4 while being moved through the liquid crystal drive circuit 75 , is superimposed with the center display window 24 after 6 seconds have passed from start of rotation of the reels 22 .
- the effect B is defined as the effect that the character, which is displayed on the lower liquid crystal display 4 while being moved through the liquid crystal drive circuit 75 , is superimposed with the right display window 25 after 3 seconds have passed from start of rotation of the reels 22 .
- the effect C is defined as the effect that the character, which is displayed on the lower liquid crystal display 4 while being moved through the liquid crystal drive circuit 75 , is superimposed with the right display window 25 after 3 seconds have passed from start of rotation of the reels 22 , and is superimposed with the center display window 24 after more 3 seconds have passed and is superimposed with the left display window 23 after further 3 seconds have passed.
- the effect D is defined as the effect that character, which is displayed on the lower liquid crystal display 4 while being moved through the liquid crystal drive circuit 75 , is superimposed with the left display window 23 after 9 seconds have passed from start of rotation of the reels 22 .
- the player when the player sees the lower liquid crystal display 4 , the player can see the rotating symbols formed on the outer peripheries of the reels 22 through each of the display windows 23 , 24 , 25 of the lower liquid crystal display 4 .
- the effect A is conducted through the liquid crystal drive circuit 75 on the lower liquid crystal display 4 on which the character is displayed while being moved, the player recognizes as follows. That is, rotation of the right reel 22 is stopped at the time that 3 seconds have passed from start of rotation of the reels 22 , and the character crosses the center display window 24 of the lower liquid crystal display 4 after more 3 seconds have passed and at that time rotation of the center reel 22 is stopped, and rotation of the left reel 22 is stopped after further 3 seconds have passed.
- the player recognizes as follows. That is, the character crosses the right display window 25 of the lower liquid crystal display 4 and at that time rotation of the right reel 22 is stopped, and rotation of the center reel 22 is stopped after more 3 seconds have passed and rotation of the left reel 22 is stopped after further 3 seconds have passed.
- the player recognizes as follows. That is, the character crosses the right display window 25 of the lower liquid crystal display 4 after 3 seconds have passed from start of rotation of the reels 22 , and at that time, rotation of the right reel 22 is stopped. And when more 3 seconds have passed, the character crosses the center display window 24 of the lower liquid crystal display 4 , and at that time, rotation of the center reel 22 is stopped. Thereafter, when further 3 seconds have passed, the character crosses the left display window 23 of the lower liquid crystal display 4 , and at that time, rotation of the left reel 22 is stopped.
- the motor drive circuit 67 stops rotation of each reel 22 respectively based on the contents stored in the simplest table (shown in FIG. 19 ), thereby rotation of each reel 22 is stopped at the timing that the character crosses each of the display windows 23 , 24 , 25 of the lower liquid crystal display 4 . Accordingly, it can be given to the player seeing the lower liquid crystal display 4 the impression as if the character dynamically displayed on the lower liquid crystal display 4 is dynamically correlated with stop of rotation of each reel 22 which can be seen through the lower liquid crystal display 4 at the timing that the character crosses each of the display windows 23 , 24 , 25 . Accordingly, it can be done the effect in which there is dynamic correlation between the character and the reels 22 and interest of the player for games can be raised.
- rotation of the right reel 22 can be stopped at the time that the character crosses the right display window 25 of the lower liquid crystal display 4
- rotation of the center reel 22 can be stopped at the time that the character crosses the center display window 24 of the lower liquid crystal display 4
- rotation of the left reel 22 can be stopped at the time that the character crosses the left display window 23 , although there exist various moving contents of the character displayed on the lower liquid crystal display 4 through the liquid crystal drive circuit 75 , in other words, with no relation of the order according to which the character crosses each of the display windows 23 , 24 , 25 .
- step (abbreviated as “S” hereinafter) 11 all reels 22 are started to rotate by the motor drive circuit 67 .
- step (S” hereinafter) 11 all reels 22 are started to rotate by the motor drive circuit 67 .
- step (S 12 ) 12 display of the character is started on the lower liquid crystal display 4 by the liquid crystal drive circuit 75 , thereby the character starts to move on the lower liquid crystal display 4 .
- S 13 it is determined whether or not the character exists within coordinates specifying area of the right display window 25 of the lower liquid crystal display 4 . At that time, if it is determined that the character does not exist within the coordinates of the right display window 25 of the lower liquid crystal display 4 (S 13 : NO), the procedure directly shifts to S 16 . On the contrary, if it is determined that the character exists within the coordinates of the right display window 25 of the lower liquid crystal display 4 (S 13 : YES), the procedure shifts to S 14 and it is determined whether rotation of the right reel 22 is already stopped or not in S 14 . Here, if it is determined that rotation of the right reel 22 is already stopped (S 14 : YES), the procedure directly shifts to S 19 . But, if it is determined that rotation of the right reel 22 is not already stopped (S 14 : NO), the procedure shifts to S 15 and rotation of the right reel 22 is stopped by the motor drive circuit 67 in S 15 , thereafter the procedure shifts to S 16 .
- S 16 it is determined whether or not the character exists within coordinates specifying area of the center display window 24 of the lower liquid crystal display 4 . At that time, if it is determined that character does not exist within the coordinates of the center display window 24 of the lower liquid crystal display 4 (S 16 : NO), the procedure directly shifts to S 19 . On the contrary, if it is determined that the character exists within the coordinates of the center display window 24 of the lower liquid crystal display 4 (S 16 : YES), the procedure shifts to S 17 and it is determined whether rotation of the center reel 22 is already stopped or not in S 17 . Here, if it is determined that rotation of the center reel 22 is already stopped (S 17 : YES), the procedure directly shifts to S 19 . But, if it is determined that rotation of the center reel 22 is not already stopped (S 17 : NO), the procedure shifts to S 18 and rotation of the center reel 22 is stopped by the motor drive circuit 67 in S 18 , thereafter the procedure shifts to S 19 .
- S 19 it is determined whether or not the character exists within coordinates specifying area of the left display window 23 of the lower liquid crystal display 4 . At that time, if it is determined that the character does not exist within the coordinates of the left display window 23 of the lower liquid crystal display 4 (S 19 : NO), the procedure directly shifts to S 22 . On the contrary, if it is determined that the character exists within the coordinates of the left display window 23 of the lower liquid crystal display 4 (S 19 : YES), the procedure shifts to S 20 and it is determined whether rotation of the left reel 22 is already stopped or not in S 20 . Here, if it is determined that rotation of the left reel 22 is already stopped (S 20 : YES), the procedure directly shifts to S 22 . But, if it is determined that rotation of the left reel 22 is not already stopped (S 20 : NO), the procedure shifts to S 21 and rotation of the left reel 22 is stopped by the motor drive circuit 67 in S 21 , thereafter the procedure shifts to S 22 .
- the motor drive circuit 67 successively stops rotation of the reels 22 at the timing that the character crosses each of the display windows 23 , 24 , 25 of the lower liquid crystal display 4 , thus it can be given to the player seeing the lower liquid crystal display 4 the impression as if the character dynamically displayed on the lower liquid crystal display 4 is dynamically correlated with stop of rotation of each reel 22 which can be seen through the lower liquid crystal display 4 at the timing that the character crosses each of the display windows 23 , 24 , 25 . Accordingly, it can be done the effect in which there is dynamic correlation between the character and the reels 22 and interest of the player for games can be raised.
- FIGS. 6 ⁇ 9 shows the first example in which a person flying in the sky and a condor gliding in the sky are displayed on the lower liquid crystal display 4 through the liquid crystal drive circuit 75 as the effect contents. That is to say, when each of the reels 22 is started to rotate and the effect on the lower liquid crystal display 4 is started, the person flying in the sky by an airplane is displayed on the lower liquid crystal display 4 as shown in FIG. 6 .
- the background image of the person flying in the sky by the airplane is displayed in each of the display windows 23 , 24 , 25 of the lower liquid crystal display 4 , and further rotating symbols formed on the outer peripheries of the reels 22 can be seen through each of the display windows 23 , 24 , 25 .
- the condor C which is the moving character appears on the lower liquid crystal display 4 .
- rotation of the left reel 22 is stopped and the player can see the symbol formed on the outer periphery of the left reel 22 through the left display window 23 .
- FIG. 8 when the condor C reaches in the center display window 24 , rotation of the center reel 22 is stopped and the player can see the symbol formed on the outer periphery of the center reel 22 through the center display window 24 .
- FIG. 9 when the condor C reaches in the right display window 25 , rotation f the right reel 22 is stopped and the player can see the symbol formed on the outer periphery of the right reel 22 through the right display window 25 .
- the player when the player sees the lower liquid crystal display 4 , the player can see the rotating symbols formed on the outer peripheries of the reels 22 through each of the display windows 23 , 24 , 25 of the lower liquid crystal display 4 .
- the player recognizes as follows. That is, if the condor C moving on the lower liquid crystal display 4 crosses the left display window 23 , rotation of the left reel 22 is stopped. And when the condor C crosses the center display window 24 of the lower liquid crystal display 4 , rotation of the center reel 22 is stopped. Further, when the condor C crosses the right display window 25 of the lower liquid crystal display 4 , rotation of the right reel 22 is stopped.
- the motor drive circuit 67 successively stops rotation of the reels 22 at the timing that the condor C crosses each of the display windows 23 , 24 , 25 of the lower liquid crystal display 4 , thus it can be given to the player seeing the lower liquid crystal display 4 the impression as if the condor C dynamically displayed on the lower liquid crystal display 4 is dynamically correlated with stop of rotation of each reel 22 which can be seen through the lower liquid crystal display 4 at the timing that the condor C crosses each of the display windows 23 , 24 , 25 . Accordingly, it can be done the effect in which there is dynamic correlation between the condor C and the reels 22 and interest of the player for games can be raised.
- FIGS. 10 ⁇ 13 shows the second example in which a person rowing the boat in the river and piranhas P jumping from the surface of the river are displayed on the lower liquid crystal display 4 through the liquid crystal drive circuit 75 as the effect contents. That is to say, when each of the reels 22 is started to rotate and the effect on the lower liquid crystal display 4 is started, the person rowing the boat in the river and the piranhas P jumping from the surface of the river are displayed on the lower liquid crystal display 4 as shown in FIG. 10 .
- the background image of the person rowing the boat in the river is displayed in each of the display windows 23 , 24 , 25 of the lower liquid crystal display 4 , and further rotating symbols formed on the outer peripheries of the reels 22 can be seen through each of the display windows 23 , 24 , 25 .
- a few of the piranhas P which are the moving character appear on the lower liquid crystal display 4 .
- the piranhas P reach in the left display window 23 , rotation of the left reel 22 is stopped and the player can see the symbol formed on the outer periphery of the left reel 22 through the left display window 23 .
- FIG. 12 when the piranhas P reach in the center display window 24 , rotation of the center reel 22 is stopped and the player can see the symbol formed on the outer periphery of the center reel 22 through the center display window 24 .
- FIG. 13 when the piranhas P reach in the right display window 25 , rotation f the right reel 22 is stopped and the player can see the symbol formed on the outer periphery of the right reel 22 through the right display window 25 .
- the player when the player sees the lower liquid crystal display 4 , the player can see the rotating symbols formed on the outer peripheries of the reels 22 through each of the display windows 23 , 24 , 25 of the lower liquid crystal display 4 .
- the player recognizes as follows. That is, if a few of the piranhas P moving on the lower liquid crystal display 4 cross the left display window 23 , rotation of the left reel 22 is stopped. And when the piranhas P cross the center display window 24 of the lower liquid crystal display 4 , rotation of the center reel 22 is stopped. Further, when the piranhas P cross the right display window 25 of the lower liquid crystal display 4 , rotation of the right reel 22 is stopped.
- the motor drive circuit 67 successively stops rotation of the reels 22 at the timing that the piranhas P cross each of the display windows 23 , 24 , 25 of the lower liquid crystal display 4 , thus it can be given to the player seeing the lower liquid crystal display 4 the impression as if the piranhas P dynamically displayed on the lower liquid crystal display 4 is dynamically correlated with stop of rotation of each reel 22 which can be seen through the lower liquid crystal display 4 at the timing that the piranhas P cross each of the display windows 23 , 24 , 25 . Accordingly, it can be done the effect in which there is dynamic correlation between the piranhas P and the reels 22 and interest of the player for games can be raised.
- the effect is done as follows. That is, rotation of the left reel 22 is stopped at the time that the condor C or a few of the piranhas P crosses or cross the left display window 23 of the lower liquid crystal display 4 , and thereafter when the condor C or the piranhas P crosses or cross the center display window 24 of the lower liquid crystal display 4 , rotation of the center reel 22 is stopped, and thereafter when the condor C or the piranhas P crosses or cross the right display window 25 of the lower liquid crystal display 4 , rotation of the right reel 22 is stopped. Therefore, in order to execute the first example or the second example, the reel stop timing ⁇ in the table in FIG. 16 has to be selected and the program according to the flowchart shown in FIG. 14 has to be executed in the above effect (concerning with the control).
- rotation of the right reel 22 is stopped at the time that the character crosses the right display window 25 of the lower liquid crystal display 4
- rotation of the center reel 22 is stopped at the time that the character crosses the center display window 24 of the lower liquid crystal display 4
- further rotation of the left reel 22 is stopped at the time that the character crosses the left display window 23 of the lower liquid crystal display 4 .
- each reel 22 rotation of each reel 22 is stopped at the time that the character crosses each of the display windows 23 , 24 25 of the lower liquid crystal display 4 .
- various winning combinations are determined beforehand based on a plural kinds of combinations of symbols formed on the outer periphery of each reel 22 , and when the symbol combination corresponding to the winning combination is stopped along the pay line L of the lower liquid crystal display 4 (see FIG. 1 ), coins are paid out from the coin payout hole 15 corresponding to the winning combination.
- rotational speed of the reel 22 may be changed at the time that the character crosses each of the display windows 23 , 24 , 25 of the lower liquid crystal display 4 .
- rotation of the right reel 22 may be stopped after rotational speed thereof is rapidly increased or decreased
- rotation of the center reel 22 may be stopped after rotational speed thereof is rapidly increased or decreased at the time that the character crosses the center display window 24 of the lower liquid crystal display 4
- further rotation of the left reel 22 may be stopped after rotational speed thereof is rapidly increased or decreased at the time that the character crosses the left display window 23 of the lower liquid crystal display 4 .
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- General Physics & Mathematics (AREA)
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Abstract
Description
Claims (3)
Applications Claiming Priority (2)
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JPJP2003-180043 | 2003-06-24 | ||
JP2003180043A JP2005013353A (en) | 2003-06-24 | 2003-06-24 | Game machine |
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US (1) | US7140963B2 (en) |
EP (1) | EP1492064A3 (en) |
JP (1) | JP2005013353A (en) |
CN (1) | CN1314472C (en) |
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CN1314472C (en) | 2007-05-09 |
US20040266521A1 (en) | 2004-12-30 |
EP1492064A3 (en) | 2005-05-25 |
ZA200404888B (en) | 2005-04-26 |
JP2005013353A (en) | 2005-01-20 |
AU2004202720A1 (en) | 2005-01-20 |
EP1492064A2 (en) | 2004-12-29 |
CN1572346A (en) | 2005-02-02 |
AU2004202720B2 (en) | 2011-04-21 |
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